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Yes, me and tchen reworked plenty of things, including the walls, lights and whatnot. There was also a new skybox and a snowy mountains outside which looked better yet than the same old brown cliffs used everywhere.

I didn't want to stop working on this, but due to problems with the SVN i had to drop out, and it appears tchen called it a day afterall :P

Yes and that's why this content actually should be deleted if we would follow our original policy.
It never should be the meaning to start a content again, for personal intentions (like making popular again). Else people could start 10 of the same contents without any consequences.

Some people are able to put their content always on top, but this shouldn't be done at all times (unless there's a very reasonable exception).
I know the system isn't optimal, but posting a comment on your content like "Updated!" is always better then starting another content.

But let's on-topic again.
I'll look through the new content this time, so I'll check out the map. But don't expect it next time.

Content
Some interesting screenshot is being showed on the content. Corresponds with the map, right dimensions, so just fine.
The packaging is incorrect. Don't forget Sauerbraten isn't supporting screenshots with .png, only .jpg works.
You've notified "Other License", so where is that other license?

Theme
The theme seems to be space-like, yet chilly (started exactly such theme a few years ago, never finished though). I'm still missing some details to
convince me it really is cold out there.

Texturing
Seems like you've used the trak5 again (not that original any more and maybe a bit overused now?), but the snow "fixes" it a little bit. There doesn't seems to be a lot of contrast between the red and blue base, just some tubes and a detail on the wall. What about really making some difference, so it's less confusing and less boring?

Geometry
The geometry seems to be excellent, even though 211k of wtr on SVN is a lot of triangles. You could reduce the amount by skytexturing the top-face of the mountains, as no player is being able to see it anyway. Also the top-face of the coloured tubes and lamps in the halls isn't in sight of players, which could save some wtr also.

Lighting
The lighting is pretty boring. It's all white (which feels very unnatural, even for a space-map) and even worse, very overbrighted at some places. It even hurts your eyes when you look at it.

Detailing
There have been placed some very decent details, which fit the space-theme very well. But except the mountains, there's nothing which is related to the ice-theme. There is no sense why the bunker actually isn't just as cold as outside (what about some vents?), neither why there actually is snow (what about the new snow particles?). I'm also missing sounds actually.

Clipping/Noclipping
The clipping/noclipping seems to be fine, but the boundaries after the clipped ceiling are a bit weird (and containing errors also).

Flow
The flow seems to be pretty good, even there are some ways to each flag which are very boring. For example, right middle path to each base (which is also the left path) is just flat, with only 1 corridor in it. It's incredibly boring to run through that hall and you only have 2 places to take cover, that plate (or whatever it supposed to be) and the corridor itself. That's such a predictable situation that you can even announce the scores at the very start of a match if both teams takes that path only (as it only takes 17 seconds to get the opponent's flag and head back to yours; exclusive using trickjumps).
After checking out other ways also, it suprises me you only need 16 seconds to run from your base to the opponent's flag and run back to your base, which is actually too less for a proper ctf map (theoretical a match would take about 3 minutes then).
The map seems to look like it has a lot of depth and platforms, but it actually has just 1 floor which probably will be used at all times, while the others probably won't be used at all (compared to the time it takes when you move from 1 other layer of platforms).

Gameplay
I've noticed there are several playerstarts which are facing the wall (and base). This would definitely result into spawncamping, as the persons who spawn have no chance to defend at all, which would result in very short matches and a little bit fun for both teams.
There actually is only a pretty small amount of ammo for like 10 players, while there is plenty enough of health. What about to switch that?
There's only 1 base in capture. Doesn't seems to be a decent capture map to me.

Overall
It doesn't looks like a final version. I've been looking for half an hour if it was loading some old version which I may have saved, but couldn't find anything. Nevertheless, not a bad map and I still like the theme. 6/10 for now.

"Some people are able to put their content always on top, but this shouldn't be done at all times (unless there's a very reasonable exception).
I know the system isn't optimal, but posting a comment on your content like "Updated!" is always better then starting another content."

I think you can clearly see how your "complaining" is starting to get on people's nerves so you'll ease up a little bit. Nobody appointed you official node and packaging supervisor as far as i'm aware. Take a chill pill and stick to tips and must-fix problems for a while :P

Nice one bro ;D
I managed to live happily since I left the game, but sometimes it's funny to take a peek back at quadropolis just to read Suicizer's pedantic jokes.
The screenshot looks very cool t-chen, unfortunately I uninstalled sauer since a whole life and I can't try the map, but I am sure it's nice like the rest of your works.
Sinking back into oblivion, goodbye und wishes ;)

Is this the same map which is included in the svn? because then, theres deathclip missing in one jumppadduct.
But anyways good map, good looking and flagruns possible in around 10 seconds, so also good playable for clanwars.